PLAY: KOMMANDOS

Truculent, bellicose, and unimaginably rowdy, the Orks are a persistent blight on the galaxy. These green-skinned warmongers love nothing more than a straightforward scrap, which makes the Kommandos all the more unusual for their relatively clandestine approach. They are deployed by Warlords who understand that some missions require Gork’s strength to be tempered by Mork’s cunning – but they still pack an almighty wallop.
Crit Op

Points:

0
Select a Crit Op
Tac Op

Points:

0
Select a Tac Op
Kill Op

Points:

0

Starting Operatives:

6

Killed Operatives:

0
Primary Op

Operatives

Add Operative

Equipment

Harpoon
FACTION
This weapon fires a sharp, barbed projectile that snags any foes it doesn't kill outright, preventing them from moving.

Once per turning point, a friendly KOMMANDOS operative (excluding BOMB SQUIG and GROT) can use the following ranged weapon:

NAMEATKHITDMGWR
Ranged Weapon IconHarpoon44+4/5Range 8", Lethal 5+, Stun
Choppas
FACTION
Ork blades may appear crude and rusty, but this is of little comfort to those on the receiving end of a choppa blow.

Friendly KOMMANDOS operatives (excluding BOMB SQUIG and GROT) have the following melee weapon. Note that some operatives already have this weapon but with better stats: in that instance, use the better version.

NAMEATKHITDMGWR
Melee Weapon IconChoppa33+4/5
Collapsible Stocks
FACTION
Kommandos often use modified guns with cut down or folding shoulder stocks to enhance the impact of their firepower.

Add 4" to the Range weapon rule of the following ranged weapons that friendly KOMMANDOS operatives have:

  • Dakka Shoota
  • Shokka Pistol
  • Slugga
Dynamite
FACTION
Kommandos are known to utilise a variety of improvised explosives, the most common of which are bundles of volatile dynamite.

Once per turning point, a friendly KOMMANDOS operative (excluding BOMB SQUIG and GROT) can use the following ranged weapon:

NAMEATKHITDMGWR
Ranged Weapon IconDynamite54+4/5Range 4", Blast 1", Heavy (Reposition only), Saturate